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AI/Navmesh Problem - Need Help


Delta5Angel

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Hello, This is my first post, so if its not entirely acceptable, please tell me.

 

I am, and have been for some time, making a huge new mod. I have had little problems so far, i can script and set things up- even navmeshes. but one thing seems to always be a problem:

 

When i navmesh an area, and finalize it too. Check for warnings, fix any that were there, the AI at first uses the mesh really well. But after a few minutes testing the area (both interiors and exteriors), some NPCs randomly stop walking/running and instead kind of teleport a few feet every second towards thier intended desitation. Its really annoying...

Can anyone please help me with this?

 

Thanks

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You need to add Xmarkers, and XTravel Marker. And adjust the sandbox/travel or whatever AI to use them. NPC's are as stupid as you allow them to be. You need to make them EXACTLY specific things. If you don't, they will do things, that you just watch in amazement, and go crap, this sux. Then you go buy some brew and shoot your NPC's for a half hour. After the dust settles you open geck again and start again. At least this has been my experience.

 

Cheers

 

ps, this should also go into MOD TROUBLESHOOTING

 

but abslotley this is acceptable, we all have to learn somewhere. Its not liked you killed someone. Now I have to go listen to Perfect Circle

 

http://www.youtube.com/watch?v=yzf09PYSuhk

Edited by Floatsup
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@ Delta5Angel; I'm having a very similar problem and can't work out what's going on! I've tried everything I can think of, I know for sure that the navmesh is correct in both interior and exterior cells because everything works fine in-game for a while, but after a fast travel somewhere then back to my modded location all NPCs are acting as if the navmesh is messed up somehow. My followers will avoid entire exterior cells and run around the outside. I also get that weird teleport thing you described. I have little knowledge of FNVEdit but I read somewhere that you can use it to delete any "duplicates" which can cause issues, but unfortunately I've no idea how to do that or what it actually does.

 

@ rickerhk; do you mean make the esp into an esm or make sure FalloutNV.esm is selected when you load the mod in the Geck?

 

Anyone who may have answers as to how to cure these problems would have my gratitude.

 

Many Thanks.

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It's a known bug from Fallout 3, carried over. When you are all done with your mod, convert it to an esm so the navmesh works properly. For development and testing, you can leave the extension as esp. For testing your navmesh in-game, flip the esm bit using FNVEdit (NOT TESnip). Then flip it back off to do more work in the Geck.
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Thanks for your quick replies everyone, i really appreciate it.

 

Okay, i'll do that ESM thing, thanks again, it'll be good to have my police patrols refraining from lazy-teleporting when patroling XD

 

 

Thanks.

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Many Thanks Rickerhk, I couldn't work out how to get FNVEdit to flip the esp to an esm. However, I found an easier way to go about it:

 

Make a copy of FNVEdit.exe and change the name to FNVMasterUpdate.exe

Open FOMM and deselect everything but FalloutNV.esm and your mod.

Run FNVMasterUpdate.exe which will convert the esp into an esm (although it is still named esp)

If you want to reverse the process you can make another copy of FNVEdit and name it FNVMasteRestore.exe

 

I renamed the converted esp to an esm and haven't had any problems, is there a reason you shouldn't rename it?

Also; in FNVEdit where is the option to flip it to an esm, I tried double clicking and right clicking the mod but couldn't see any option to make it an esm. Perhaps FNVEdit has been updated since I downloaded it?

 

Thanks again.

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